Updated the nvidia-settings control panel to allow the selection of display devices using RandR and target ID names when making queries targeted towards specific display devices. FINALLY! Fk all idea what the means but woooo!

Turret firing has been played with – damage done is affected by distance, and it’s bursty. We’ve experimented with dretch health and found that 35 seems to work well given the turret changes and various other factors.

Jetpacks are now useable even without enough stamina to jump. We’ve fixed a problem with the game thinking that you’ve landed due to having touched ground by checking for upward acceleration. Ignition cost is reduced.

Builders can build again without waiting for building completion, but some waiting is still needed (it’s currently set at 60% completion).

Wazzat: You are a museum owner pursuing an undead pirate who kidnapped your daughter. You quickly realize that the villain is entangled in a tragic, centuries-old love story, and wants to resurrect his mistress with the girl’s life force. You feel sorry for the pirate, but you have to stop him before it is too late for your daughter.

Makes with the working

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Shiny / Sounds

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The in game kind of reminds me of phantasmagoria, but the animation? Geez

Dat voice acting

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Frame-by-frame was done back in the day when computers couldn’t handle fully 3D rendered worlds.

Nowadays even my calculator can render Metro: Last Light on medium graphics, there’s no need to do it anymore

Sounds are alright. The voice acting is kinda meh, but the subtle ambient noises do make up for it some.

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Control

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You point, you click. Pretty hard to screw that up

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When I clicked on clickable things, things looked like they had been clicked on!

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FUN

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Its just like phantasmagoria! But worse

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In this day and age, I find that frame-by-frame is more of a hipster gimmick than an art choice. It doesn’t really help the game at all in my opinion.